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Aztec Talk [Suggestions]

  • Tensei
  • October 29, 2015 at 5:15 PM
  • laminutederire
    • October 30, 2015 at 11:05 AM
    • #21
    Quote from El_Exodus

    Well, Cache and Season had a working layout and there was no need to fix anything. The remakes consist of mostly visual changes. Aztec on the other hand, doesn't have a good layout. These are two different things.

    This is why we should be supportive of him because he will need bravery if he succeed in fixing it. Not having a good layout doesn't mean it can't be fixed. Personnally I have my map as an example, at first it was disastrous, now it play almost okay, and as okay as many maps on the workshop, which is proof that there always is room for improvement when you want to, and this is why I think that he can potentially do it and that we shouldn't be that dismissive about this idea.

  • ElectroSheep
    • October 30, 2015 at 11:13 AM
    • #22

    It's been 15 years people are complaining about aztec being aztec. Aztec is a Valve's map, Cache and Season are not, they are from Volcano and Ted and both are involved in the new version as far as I know and from the wikia.

    But yeah he can do what he want, but it will probably be the 150th aztec version since the beginning of cs. Move on guys.


    And I also like Aztec the way it is.

  • Tensei
    • October 30, 2015 at 11:36 AM
    • #23
    Quote from El_Exodus

    Well, Cache and Season had a working layout and there was no need to fix anything. The remakes consist of mostly visual changes. Aztec on the other hand, doesn't have a good layout. These are two different things.

    The layout is unique on Aztec, but dev's couldn't make it work. I am just trying to make it work, because i genuinely enjoy the map style and different kind of approach to executes. On original CS:GO Aztec the issue is "rotations" for CT. Because they literally doesn't have to rotate. You should just buy scar-20 and spam shit out of t's from other side of map, while they are trying to approach B bombsite.

    Speaking of "remakes mostly consist of visual changes" can't be said about this. I have already made narrower MID area- that count's as overlay change too, because i changed about 5-6 angles.

    I am constantly changing skybox area, so that alone changes approach to map.

    Right now i still must adjust position of ct spawn. Because ct's are getting to B Bombsite a bit too early.

  • tomm
    • October 30, 2015 at 11:47 AM
    • #24

    I think it would be more interesting to make aztec2 or something, same assets, different layout.

  • Tensei
    • October 30, 2015 at 11:49 AM
    • #25
    Quote from tomm

    I think it would be more interesting to make aztec2 or something, same assets, different layout.

    It is an option, if anything i try on this won't fix Aztec1

  • El_Exodus
    • October 30, 2015 at 11:52 AM
    • #26
    Quote from Tensei

    Speaking of "remakes mostly consist of visual changes" can't be said about this. I have already [...]

    I was talking about Season and Cache, not about your Aztec rework ;)

  • Bodd Jonar
    • October 30, 2015 at 12:39 PM
    • #27

    I actually liked the idea of having the plank there, that way CT's would have to jump up there to look down at water, exposing themselves to T's at the mid gate.

  • Tensei
    • October 30, 2015 at 12:52 PM
    • #28
    Quote from Bodd Jonar

    I actually liked the idea of having the plank there, that way CT's would have to jump up there to look down at water, exposing themselves to T's at the mid gate.

    They still have to expose themselves to T MID gate while peeking through the 96 units wide gap if im correct. So if you don't have good cover, you are as good as dead if you decide to have a nice little peek. Down in water.

  • Overdoziz
    • October 30, 2015 at 9:58 PM
    • #29
    Quote from tomm

    I think it would be more interesting to make aztec2 or something, same assets, different layout.

    I feel like this would be a way better approach. Use the visual style and some layout elements and create a new map. Same thing happened with Dust 1 and we got what is arguably the best CS map ever. Similar to Dust 1, Aztec really can't be salvaged without making huge changes and at that point you might as well start off with a new map.

  • blackdog
    • October 30, 2015 at 11:42 PM
    • #30
    Quote from laminutederire

    FMPONE remade Cache and Season and both maps are today considered as amazing, while he is considered as a god, so I don't see why Tensei shouldn't fix Aztec if he wants to.

    He got his name with Gwalior and Museum, released before Cache, if my memory doesn't trick me

  • laminutederire
    • October 31, 2015 at 12:52 AM
    • #31
    Quote from blackdog

    He got his name with Gwalior and Museum, released before Cache, if my memory doesn't trick me

    probably, I don't deny his talents, I'm just saying that he is a respected mapper and he did remakes which is the proof there is nothing wrong about doing a remake :)

  • Klems
    • October 31, 2015 at 11:40 AM
    • #32

    Aztec is an abomination and you managed to make this version looks even worse. What's the deal with the waist high wall in swamp? Were you high?

    To make the map balanced you'd have to redo both spawns, the middle area and both bombsites. That's for the more aggravating area. The bridge and swamp is fine but the area after the bridge isn't.

    It would be easier to make a new map from scratch. Even if you managed to tweak aztec into a balanced map, the result would be so different you might as well start something new today.

  • blackdog
    • October 31, 2015 at 10:42 PM
    • #33

    Wouldn't be better starting by distancing the CT spawn back a bit / reducing the trip Ts walk every round? The problem I always thought this map having, is that CT have too much advantage over Ts in positioning themselves, being able to pin them at bridge+water and double doors.

    Distancing/shortening the spawn, shortening the bridge, opening (redesigning) double doors should go a long way, more than adding barriers and stuff(?).

    Quote from laminutederire

    probably, I don't deny his talents, I'm just saying that he is a respected mapper and he did remakes which is the proof there is nothing wrong about doing a remake

    Don't think anyone said it's bad to make remakes :? I've actually read and thought myself that remaking a map can teach a lot. Hopefully the idea would be to spawn something much different, but "fixing" would be great.

    I'm afraid that aiming to remake very popular maps is never gonna pay back in terms of popularity. But I dunno, maybe one can get lucky.

  • laminutederire
    • November 1, 2015 at 10:13 AM
    • #34
    Quote from blackdog

    Wouldn't be better starting by distancing the CT spawn back a bit / reducing the trip Ts walk every round? The problem I always thought this map having, is that CT have too much advantage over Ts in positioning themselves, being able to pin them at bridge+water and double doors.

    Distancing/shortening the spawn, shortening the bridge, opening (redesigning) double doors should go a long way, more than adding barriers and stuff(?).

    Don't think anyone said it's bad to make remakes :? I've actually read and thought myself that remaking a map can teach a lot. Hopefully the idea would be to spawn something much different, but "fixing" would be great.

    I'm afraid that aiming to remake very popular maps is never gonna pay back in terms of popularity. But I dunno, maybe one can get lucky.

    yeah I probably overreacted because I myself has trouble at first with my map because I felt people were kinda aggressive because they thought I was bad and so were my ideas and that it couldn't progress. And I think that was unfair, and I felt it was happening too to Tensei right there, and I felt like I had to help him :)

  • blackdog
    • November 1, 2015 at 10:32 AM
    • #35

    Yes, some comments are harsh and can understand that's depressing. Think that's what gamers say when they see maps on the workshop though. They are brutal.

  • Tensei
    • November 1, 2015 at 2:47 PM
    • #36

    Well, to go 'pro' you must be able to withstand any kind of critics.

  • laminutederire
    • November 2, 2015 at 7:51 AM
    • #37
    Quote from blackdog

    Yes, some comments are harsh and can understand that's depressing. Think that's what gamers say when they see maps on the workshop though. They are brutal.

    you may be right, but I guess I hoped the mapcore community wouldn't react like the cs go community.

    Quote from Tensei

    Well, to go 'pro' you must be able to withstand any kind of critics.

    yeah good luck with that :)

  • Interfearance
    • May 28, 2019 at 12:23 PM
    • #38

    Hello epic gamers. I have actually been working on an aztec remake with a different main approach to A and an improved lower A area. Additionally I changed lower A's entrances. Marked Red is the bridge of old and marked blue are stairs to lower from the new adjoining passage. Also, marked in black is an additional passage to B. I'll post the other changes I made if anyone gives a rat's ass about this rework ?


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